Posts Tagged ‘F1 2010’

About those confusing practice and qualifying AI results, they say this: “the AI times in such circumstances are calculated based on a ‘football management” style simulation model. Using this model all of the race factors, such as the car, driver, weather, tyres, engine, track conditions, traffic are all taken into account and a lap time is produced. These generated times are well considered and guided by a huge amount of data; they are not randomly generated. Nevertheless they remain simulated approximations using this model.”

And on race AI: “We have seen several email and forum threads which suggest that an AI car’s performance is determined by where they are positioned currently in the race, or where they are in relation to the player which absolutely isn’t the case.”

Nevertheless, there’s a patch on its way. Read the full thing here. (I’ve actually had quite a lot of fun with this, in the meantime. It’s a pretty good racing game…)

The trailers, they cannot be stopped. We’re rushing around in the guts of Castle Shotgun, using giant steaming glue hoses to try and prevent more trailers from oozing their way into the machinery, but we just can’t fight them all. Here’s another, right now, from Codemasters! It’s for F1 2010 and contains an extremely slick look at the tracks, cars, weather conditions and all that stuff that should – Gods Of Game Development permitting – make this the most compelling F1 game in years. (Fingers crossed, eh?)Read the rest of this entry »

Yeah, those racing cars are racing fast in F1 2010, although they’re actually the 2009 cars in this trailer, for reasons of commercial, sporting, and developmental intricacy. Codies show a bit behind the scenes of development, and that means highly detailed models of cars, the tracks they will zoom so precisely around, and a bunch of stuff about the challenges of working with F1 as a format. It’s also stuff that we completely interviewed Codies about earlier in the year. Yeah, we interviewed ‘em good. If only there was a developer that put this much time and effort into a racing game featuring badly-maintained articulated trucks with dangerous payloads and intoxicated drivers. Now that would be something.Read the rest of this entry »

Of all the cars wot go fast few are as complicated, or generate as much Newtonian excitement, as F1 cars. No one knows this better than Paul Jeal, Codemasters senior producer, and a veteran of the Geoff Crammond era F1 games. It seemed advisable to ask him questions about F1 2010, and so that’s what I did. Read on for our quick pit stop of facts.

This has been in the works for a while, but Codemasters have finally announced that their next big racing game will indeed be the official game of the FIA Formula One World Championship. This new game, F1 2010, will be based on the GRID/DIRT2 “EGO” tech. Codies say:

In F1 2010 gamers will take on the full, expanded grid in a variety of game modes including GRAND PRIX, Championship, Time Trial and an extensive, innovative Career mode. F1 2010 will also feature a highly advanced damage model, fully dynamic weather system and extensive competitive multiplayer options.

Which is good, because if they’d said “prolly gonna have cars, pff, dunno. Stop bothering us!” we’d actually be a bit worried. It’s going to be released in September.